Tuesday, 23 February 2016

Game Update: 2015's tough love.

I had hopes of writing blogs on a monthly basis but that certainly isn't working out.  2015 has been a rough year for my project.  "Tough love" is probably the best way to put it... I should probably write the blog about that.  Hang on, let me go back a few steps:

2013 is when I started working on a prototype which, after a few iterations, evolved into a multi-player build in 2014.  Throughout the year 2014, there were a few features that got implemented (although in primitive state) such as climbing, lighting torches, going underwater, traveling to different areas, character stats, "combat".

During the various iterations, I got into the habit of working on two simultaneous builds:
- Build-A kept the art up-to-date (so that we could troubleshoot and build assets).
- Build-B is basically a rewrite of the entire thing for a cleaner, more organized code and faster performance.

Once in a while (every 3 months or so), I'd replace the code of Build-A with Build-B's.  That way, Build-A would inherit new features and Build-B would be rewritten from scratch yet again. The process isn't really linear and how much time I dedicate on each build varies.

In December 2014, I got involved in the Beta of Unity 5 to get acquainted with it as early as possible.  So, Build-A was in Unity 4.x and Build-B was a rewrite in Unity 5b.  To give you guys an idea, I wrote a blog post about Build-A's "stress test" in March 2015 and I wrote a blog about Build-B's progress on world building in February 2015 (with an update in June).

In March 2015, problems started to arise.

Visually, the team and I started to notice oddities with how we handled natural rock formations on the walls when light would hit the surface from extreme angles.  Because of the random nature of the game, we couldn't completely avoid it without taxing the video cards too much by adding more polygons.  So we had to brainstorm alternatives.  The solution we found involved locking myself up in my appartment and write more complex code for days/months.

With Build-A's success, retooling how we'd handle the visuals wasn't such a big deal.  I mean, most of the core functions were already working (despite the bugs) so where's the harm?  Especially if the solution would help with other aspects.  Well, it turns out that Unity v5.2's patch made drastic changes to how the engine would handle multi-player; making most of the multi-player code I had written until this point "depricated" or obsolete.  I had to adapt when very little documentation could be found.

So I had to rebuild the visual component as well as restructure the multi-player...

... Shit.

This was a year ago.  Feature wise, nothing changed.  Which makes it look like we did absolutely nothing in 2015.  Under the hood, however, it's like we're building a completely different game.  Time well spent although it was at the cost of sweat, blood and tears.

So what are we working on now?

Art wise, we've come to the surface and started the ground-work on trees and (more recently) grass.  I think the artist went overboard with the grass, though:

If you look closely (because it's not obvious with all the grass), you'll notice that the trees in the foreground are merely stumps.  This is because this area is identified as a village... so, eventually, houses and a few shops would be filling up the scene.  Idealy, not all trees in the area should be razed but that's balance for another time.

As far as game systems and mechanics goes, AI is being worked on.  NPCs need to be able to participate in a conversation so I've been brain-storming ideas for the UI while scripting behaviors.  I'm expecting this to take a full year to implement.  Eventually, I'll make the AI move around.

We got the wind back in our sails.  Lets hope that 2016 is kind.

/////

So what have I been playing lately?  I got back to my "roots" and started playing more rogue-likes.  Dragon Fin Soup and Hieroglyphika are the new additions to my collection.

Fridays and Saturdays are my "game days" now and, when I'm not recording Elder Scrolls, I've been meaning to showcase more rogue-likes in my streams:
- Rogue (the original).
- Tales of Maj'Eyal.
- Brogue.
- Eldritch.
- Delver
- FTL: Faster than Light.
- Dungeon Crawl Stone Soup.
- Crypt of the Necrodancer.
- Caves of Qud.
- Darkest Dungeon.
- Dragon Fin Soup.
- Hieroglyphika.

Monday, 1 June 2015

Game Update : World building.

I unexpectedly found myself in a situation where I'm without internet access for roughly a month...  By that, I mean I don't have an I.S.P. with enough bandwidth and speed to upload videos or play games online or live-stream.  The reason for that is that my roommate was handling the internet in our apartment and he moved out.  I'm moving out to a new place in another month so I figured I'd wait.

So that's a bummer.  At least I can use my phone and tether my data-plan to my computer so my daily routine isn't disrupted TOO much.  That basically leaves me with more time to work on my project and play Pillars of Eternity.

The sad part of this is I was just made aware of "Freedom Planet" and I want to play this SO badly right now.  Freedom Planet is a Sega-Genesis-style 2D platformer so it takes a lot from Sonic the Hedgehog and Rocket Knight... therefore it is immediately amazing.

I guess I'll have to wait... oh well.

With that said, I've been working on world building for my game.  If you read my previous post(s), I mention that I had an average of 550 areas generated on the overworld map.  I took that up a notch by a couple of thousands (with an estimated average of 2200 areas); here are the results:






I'm still not sure if I want to incorporate an in-game map but it's definitely needed for testing purposes; right now I'm building it as an official feature.  The purple dots are large cities.

In theory, a player could travel the entire world but, as of this writing, everything generated is stored in RAM.  Something tells me I'll need to save the world on disc fairly soon.  None of us has dared travel to all of the areas of a given world yet.  Just one area takes a while on foot.

Saturday, 28 March 2015

Game Update : The terror of testing.

Today was a great day for my video game project.

After numerous and exhausting weeks of testing, debugging, more testing and even more debugging, the three of us in the dev team launched a three-player game session.  It's a pretty big deal because we normally test multi-player in a two-player environment and, most of the time, we just run the game in single-player just to test out basic functions.  The last time we had three players, it was back in January when we were testing out latency and the chat...  that's all we could do because that's all there was.

This time, it was different.  Since my last blog entry, I've been working on implementing the dungeon generator into my multi-player build (which, before then, those two aspects have been isolated from one another).  So the game was able to construct a simple world, send it to other clients and now I was putting it to the task of generating elaborate dungeon(s) and hope that all clients wouldn't simply blow up from the load.  Sure, the program's been through testing...  but I didn't plan this three-player session and that terrified me.  I wasn't ready emotionally to see my baby potentially fail.


Player characters currently have crude (almost minecraft-looking) placeholder bodies.  Those bodies couldn't have looked more real for that particular moment when I saw two "beings" spawn in front of me, with their sphere-like heads spinning; looking about their new environment.  That moment was promptly followed by us moving around, jumping, chatting...  you know, to make sure that everything checked out okay.  We even went as far as trying to push each other, see if we'd get stuck in geometry, fall through the world, etc.

That is, until we found an entrance to a random cave.  We almost froze at the sight because we knew that, if one of us went through that entrance, it would procedurally generate a completely new and unexplored area... or crash miserably... or nothing at all!  It's one thing to spawn into someone else's procedurally generated environment, but it's an entirely different thing to move and load into a completely different area.  There were hundreds of ways that it could've gone wrong.  You start to doubt yourself and think about things like:
- What happens if the host doesn't go through the entrance but, instead, another player goes in first?  Does it load properly?
- What happens if two players decide to go through the entrance at the same time?  Do we get two radically different copies of the "same" cave?

Well I've been coding in such as way that take these questions into consideration but you don't really know until you try them out and see for yourself.  I mean,
- What happens if all three players go through the entrance, one client is generating the dungeon (while the others are waiting to receive the info) but crashes midway.  Are all players stuck in limbo?
- What happens if one client fails to properly load the dungeon?

That's some scary stuff!
So one guy charges through the entrance, we held our breath and the rest of us followed.  Here we were, three guys finding ourselves inside this cave.

- "This rock!"  I cried while jumping/pointing at the ground "Does everybody see this rock?  Please tell me you see this rock!"

For the next couple of minutes, we were comparing notes to see if we were indeed seeing the same thing.  We were and eventually we ended up wondering around aimlessly in our separate ways.  One guy found another entrance to go deeper into the cave, the other started climbing the walls to see how far up he could go.  It was at around that time that all terror evaporated from me and the funny thing is that I realized that finding each other in these labyrinths would be pretty hard.  We had no map, no way of knowing where each of us were and there's practically no limit to how deep into a dungeon you can go.

Remember my previous blog about generating the world?
That's the overworld, we were inside one of those squares; three or four levels deep inside a cave... and we were lost.

For the sake of testing out physics and combat damage (you know, for what would eventually be bows/arrows and spells), I had implemented a very crude way for each player to shoot projectiles. So, obviously, our next step was to engage each other in some form of first-person-shooter style free-for-all hunt.  It took a while to find each other but the mayhem that followed once we did was hilarious. One funny moment that I can recall was that I pulled a "Fargoth" without really being conscious about it.  Caves were dark and I wanted to know where I was going so I pulled out my torch and it didn't occur to me that I was making myself an easier target.

There were tons of bugs, some projectiles were stuck in midair, other projectiles were cancelling each other and players were re-spawning in really odd places.  Some players found out he lost the ability to climb walls.  Overall, though, the infrastructure of being inside the game world was working beautifully.

We had a blast; it was a magical moment for us and the game and, in the end, a successful test.

Thursday, 5 February 2015

Game Update : World Building

When I started this blog, I wanted to share with you my thoughts on certain game-related subject matter or giving you updates on my LetPlay video series (whenever or not there are technical issues or what-not).

I don't necessarily want to turn this blog into a game dev blog but, considering that my project has taken a lot of my attention, I feel like there isn't much else to talk about.  So here we go:

Back in January 2014, I wrote a blog entry here vaguely talking about the four major milestones that I had planned during the production of my game:
  • - World building
  • - NPC/Monster AI
  • - Combat
  • - Story
It's been a year since then and I'm very happy to say that we're in the [world building] stage of development.  I guess you could say that we've officially started production.
You've most likely seen images of my visual dungeon generator prototype by now (in earlier blog entries) and that's one of the biggest aspects of the world building stage.  I had planned to showcase a video tour/demo of this prototype on Youtube (a year ago) but it was delayed because we kept adding more and more cool stuff to it.  Now-a-days, the prototype is considered complete as far as the coding is concerned, but we're delaying the showcase some more in order to add more art pieces and make it all pretty.

While my buddy is busy doing more artwork for the prototype, I'm redirecting my attention elsewhere: the world.

...

The world map, that is:




What you see here are rough grayscale representations of the terrain; in the sense that whiter squares are higher terrain (ex: mountains).  So, basically, my world generator is procedurally generating an entire globe where each square roughly represents and area that's 20 minutes worth of gameplay (give or take).

As of this writing, the parameters of the world are such that I can make the world as big as I want (currently set at an average of 550 playable overworld areas) and the landscape will be automatically distributed to a random set of nations, laying down cities, etc.



The idea is that these nations will eventually govern NPC behaviors so that their personalities won't be randomly out of control.  Military, Religous, Racist, Peaceful, Festive, Social, Savage, Honor, Poor,  are but a few keywords I have in mind to mix-match in order to create interesting and different nations for my NPCs to live in.

Is the nation primarily set in the moutains?  What are the odds of them being good blacksmiths and/or followers of a fire-related cult?  That kind of thing.

Right now it's pretty crude and simple, but I'll be elaborating it over time.  It kind of looks like a game of Risk :P

Sunday, 9 November 2014

Missed deadlines & Blizzcon

I've been working tirelessly on trying to get my prototype completed this year and, unfortunately, I don't think it's going to happen. So I've decided to ease off a bit so that I don't go completely bonkers during the holidays.

 This weekend was Blizzcon, which I always buy virtual tickets for. For those who don't know, Blizzcon is an convention that Blizzard Entertainment tends to organize every October/November or so. Virtual tickets allow people who don't attend to watch lifestreams of the show. It was a great event and I wish, one day, that I could attend in person. It made me realize just how little I've been gaming recently. Oh, Diablo... how I missed you.

 I don't know if any of you play Blizzard games but, to me, Blizzard were always the best video game developers and each year (during Blizzcon) they keep reminding me of why they're the best. I was somewhat hesitant to buy a virtual ticket this year, though, for a few reasons:
- The first one was that a lot of their content was streamed for free; drastically lowering the value of a $40 purchase.
- The second reason is that I don't really follow as many Blizzard products as I used to. I stopped playing World of Warcraft years ago. Starcraft is fun but I really don't play enough of it to really dig deep into related news. Unless they had something new to showcase for Diablo 3 (which was unlikely given the amount of attention/panels the franchise gets at Blizzcon), I was already aware of what's going on.

 Diablo had two panels this year (now that I think about it, I think it's always been the case at every Blizzcon) and one was just a recap of all of the updates that happened during the game's life cycle.

- The third reason why I was hesitant to buy a virtual ticket was because of Blizzard's art style. Seems like an odd thing to say but I REALLY, really love Blizzard's art; especially the painterly/cartoon look. That style, and how they approach art in general, has influenced me as an artist since the Warcraft II days. When I do textures for my 3D models or when I doodle pictures, my style is heavily influenced by Blizzard's style.

 So what's the problem? Well, despite my love for that kind of look, I don't want my game to have that style. I was afraid that, if I watched Blizzcon and saw all the wonderful art that they were making, that I would start to hate what I was doing. Ever worked hard on something only to throw it away after looking at someone else's work? Yeah, that's a terrible feeling.

Fortunately, I still like the direction that my game is going and that's a huge relief. I like to think that it has, at least, passed one of the stages/moods where I was at my most critical.

 Anyways, I miss gaming. Well, it's not like I haven't been playing video games; I just don't do it as much as I would like. Mondays and Wednesdays... what kind of gaming life do I have if those are the only evenings I have to play games? So yeah, I need to fix that. The first step I took was spend most of my weekend playing Diablo 3 while watching Blizzcon. That felt good.

 Tamriel's calling me, though, so I'm shopping once more for yet another hard drive (still haven't replaced the one that almost died, can you believe it?) and I'll be recording some more game sessions. I didn't mean to just stop playing.

Thursday, 18 September 2014

Where art thou Gix?

Alright, It's been 5 months since I've written a Blog and the videos I upload on Youtube lately are basically fillers; What's up with that? What games have I been playing lately? Anything new? What am I doing?

I look back at the last few months and, honestly, it's all a blurr... primarily because there wasn't much variety. I try to play a little bit of Final Fantasy 14, The Elder Scrolls Online and Diablo 3 at least once a week... and, more often than not, I fail at that. I had the opportunity to play a little bit of "Divinity: Original Sin" with one of my brothers and it was an entertaining experience particularly because my brother never really played an RPG before. The turn-based combat system of this game allow us to play at the pace that we want. I've also been meaning to play some Assassin's Creed Black Flag (I love the whole pirate shtick) but I'm horrified at the concept of installing Uplay. I haven't touched Dark Souls II since the last livestream and I intend to play it again next time I stream.

If you're wondering why I haven't uploaded more Lets Play videos lately, it's because I haven't really had the opportunity to take the time to sit down and play. You guys could assume that I've been busy and you'd be right... it's an under-statement to say the least.

Summer is ending; people are going out for beers one last time, the time to have family barbecues (as enjoyable as they are) is finally over... and here I am doing crunch time to deliver a graphical prototype of my video game. I expected to enter the production phase before the end of the year but it might not happen. Now that I think about it, I'm practically an entire year behind what I originally anticipated. Is it a big deal? Kind of. I'm anxious to start working on Artificial Intelligence as this is most likely what will make or break my game.

This guy has been doing a lot of cool stuff with combat behaviors and it'll be interesting to see how far I can push my NPCs... particularly since I got a lot of "out of combat" behaviors that I want to implement. It's cool because, as different as our games may be, we essentially share the same limitations/problems caused by procedural generation. I use him as a point of reference to see if the solutions I come up with are sound. So far so good.

Earlier this year, I announced that I was working on this project (which included a single screenshot) and, aftwards, proceeded to share my ideas for the game during the closing moments of my following livestream(s). Considering I haven't been uploading any Lets Plays lately and, really, you guys know more about the game than you should :P I figured I might as well share a little bit more:

Wednesday, 30 April 2014

On RPGs and their unfortunate flaws.

In reply to my last blog entry, Foto Efekt asks what are (in my mind) the fundamental flaws of computer RPG and what needs to be changed. While I won't necessarily discuss what I'm planning on doing for my project, I am willing to point out the problems that the genre tends to suffer from. At least that might give you an idea of where I'm heading. Will I be able to rectify all of the issues? Am I just talking out of my ass belittling the gaming industry only to realize that what I'm suggesting can't be done? Time will tell. This post isn't really about that. It's about admitting that there's a problem, look at the cause, and try to improve game design philosophies overall. More importantly, it's about making cool games.

First and foremost, I think that there's a huge problem in the industry and how they handle storytelling. Most games (at least the big budget ones) are a few quick-time events short of becoming nothing more than interactive movies. Do any of you remember FMV games ([f]ull [m]otion [v]ideo)? There's a reason why that genre is dead and why most gamers don't like quick-time events in their games.

There are times when, depending on how it's executed, we don't mind the occasional quick-time events. So why do we normally despise them, though? Well, my reasoning is that the storytelling of the game is so not involving that it's the only way for the game to keep our attention. No one ever says "Hey, you know what would be cool? Quicktime events!" That can also be applied to many brawler-type games. It's so bad that those quick-time events remind us of how bad it is. That's my theory, in any case.

It's because the relationship between the gamer and the game is a one-way channel enforced by the designer. Do X or don't continue... or worse: fail. What -IS- failing, anyways? Is it death? Is it alternate objectives? More often than not, it's neither. It's just "BAM! Game Over! You didn't do what you were expected to do! Try again!" That's a major problem and it goes all the way to how the game's story is being told. This is true for even awesome game series like The Elder Scrolls. In Oblivion, for example (I mention Oblivion because it’s one of the games that I’m most familiar with), a lot of the events in the game follow the same pattern: The world is going to end, talk to Jauffre or nothing will happen... So, by logic, you shouldn't do anything!Tada! No Oblivion gates!

Diablo 2's storytelling (as awesome as it is) got a lot of flak back when it was released in 2000 because critics use to say "You're a hero, yet you're just following the flow of the story, not really contributing anything to the plot". I thought the way Blizzard and Blizzard North handled the storytelling in Diablo 2 was really cool. It works brilliantly for the kind of game that it is. However, it's not an RPG, is it? It's a mindless hack-n'slash and, at best, it's a campaign module. That's the case for nearly every game that has plot these days. Ever felt like you had to do everything to save the world and nobody else within that world was willing to lift a finger? Ever felt that all you had to do was NOT participate and the world would be fine despite what every NPC is telling you?

Or is that only happening in open-ended/sandbox games? Are we stuck between tunnel-vision design and stale freedom?

Is that the best that our favoured medium is capable of? I don't necessarily have issues with the method per say, generally speaking, but to see that happening in RPGs is just sad. RPGs are the pinnacle of choice. While the story should engage the player, it's important that the player is driving the story. That's what the dungeon master in a Pen&Paper game (read: Dungeons & Dragons) is for; to adjust the campaign to his or her players' choices. That's what makes D&D so fun. There's more to RPGs than having multiple "alternate endings" (I'm looking at you Mass Effect). Dungeons & Dragons is what every RPG game is trying to emulate.

Let me rephrase that last sentence to emphasize the more disturbing and/or disappointing truth: Every RPG (from Ultima to all the way to JRPGs such as Final Fantasy to current games like Skyrim and, now, Dark Souls 2) is a developer's interpretation/adaptation of Dungeons & Dragons. A game developed in 1974. A game designed to be played with pencils, dice and paper because, at the time, people didn't have easy access to computers if at all.

I mention "people didn't have easy access to computers" because we have to understand WHY people used dice, pencils and sheets of paper to play games. Why did players have to keep track of how much strength and how a 1-8 sword with a +1 modifier affected their characters... and how much experience points they have/need; it's because they're doing the math in their heads.

You know what that is? It's essentially a game engine. The user interface is a sheets of paper and the graphics/sound is the imagination. We're in 2014 and we're still using game mechanics from the 70s. Is that all we can do? Is this really what "Next Gen" gaming really is? Right now, "Next Gen" only refers to the new generation of consoles. Okay; fine. What does the Xbox One or Playstation 4 offer that the previous generation of consoles couldn't? A new paint job? We're talking about video games, here; they run on computers. Computers... COMPUTE things so that means that they can handle all the math we want. Why are we still playing games that were designed with old gen mentality? Why are we still playing games with tooltips on the weapon telling us how much damage it deals? It's a sword! A sword can be better than another sword but the game is still communicating that through dice roll potentials. NPCs are empty shells that are there for you to click on them so that they can say their one or two line of dialogue... I saw that kind of behavior in the original Final Fantasy.

"Don't fix what isn't broken" is a very safe way to look at it. We're used to it but nobody seems to challenge it. Is it really the only way to do things? Isn't there a better way?

That also has a side-effect of making the focus of RPGs into a spreadsheet game. Everything (the story, the characters, the motives) becomes blurred out because the game encourages you to look into your stats and be as efficient as possible. "Can't kill that monster?" level up a few times and try again. If you meta-gem the socket into a whippo-blue-spectraltron (I made that up, by the way), your attacks will double and you can keep the monster permanently stunned! That's where the strategy is; in the spreadsheets. If you didn't have to do that, the game would then be too easy. I'm not saying that if you like that kind of stuff that you're either stupid or that you're playing the wrong games. Tactical RPGs are surprisingly fun. I'm just saying that if you want to play an RPG where you truly have the sense of adventure and want to save the princess, the spreadsheets have to go. The focus from a game design and player point of view needs to be on the adventure.

Is Morrowind really better than Oblivion? What about the Baldur's Gate series? Mass Effect? Ultima? Forget all that! No matter how you feel about The Elder Scrolls or RPGs in general, from the UI to the loot design, the TES series is the closest to being true RPGs the way people imagine it when they play Dungeons & Dragons. That's why it's one of my favourite video game series. We still have a long way to go, mind you, but I believe it's because each iteration of the series puts more and more emphasis on the adventure. You might prefer Morrowind to Oblivion but, looking at it objectively, Oblivion is a far simpler game than Morrowind; the spreadsheet is still there but it's very trimmed down. As a fan of Morrowind, you might say to yourself "Yeah! Take THAT Oblivion!" but this trimmed down spreadsheet is what makes Oblivion a better game to channel the adventure; it's just a shame that Morrowind features many more game elements that compliment RPGs that its sequel lacks.

To reiterate, when I talk about spreadsheets, I'm talking about stats that your character wouldn't see but that you need to see to understand what's going on in the game. A "1-8 sword", "hit rating", "block and critical chance", "50 spell resistance", "level 30 in Conjuration", "NPC disposition", "level 20 lock", etc.

You don't have that problem in Dungeons & Dragons because your imagination and ingenuity will always trump the stats. If your dungeon master is good, he'll promote that and, if he's bad, the experience is so organic anyways that the stats are just there to regulate everybody involved. Even if your D&D session is all about killing monsters (as some like to play), the dungeon master is describing everything to you so your imagination is the key element that makes it fun. What you remember at the end of the day is how you and your friends defeated the demon... and how you managed to jump on his back and tie a rope around his neck and everybody thought that was the most awesome thing you ever did.

It's a question of focus.

Peter Molyneux, a game designer behind the Fable series (and many, many other great games), had the right idea about trying to get the players invested in characters like the infamous dog. Or that creepy kid tech demo he had a prototype of for the Xbox's Kinect. It's a dog because it saves them the trouble of making you converse with it. Talking characters that are universally likeable are super hard to do and, when it happens, it's often times a fluke. Not to mention an animal is a great way to hide a clumsy AI if they realize halfway through production that the AI is subpar or that the computer can’t handle it. The dog is Mr. Molyneux's attempt (amongst many) at making a connection between the player and characters in his virtual world. I believe that he had the right idea, but ultimately attacked the problem from the wrong angle... because, he essentially forced that connection to the players as a gimmick. At the end of the day, regardless of the success that the dog might bring, it's still a spreadsheet game; albeit one with fart jokes.

You know what annoys me the most about spreadsheet games? It's that it doesn't make good use of the medium. Show, don't tell. If you visibly show that a sword is on fire or that heat waves are emitting from it, a player is smart enough to figure out that the sword deals fire damage especially after a few combat situations. It saves you the trouble of making a stupid tooltip. Make the victim scream in pain or have him/her engulfed in flames or even just have a fiery sound effect when you swing. You probably couldn't do a lot with ASCII graphics back in the old days but, again, we're in 2014 now. We have the technology. We had it for years! Of course, now, it'd just look better. NPC disposition is high? Make the NPC look like he's happy to see you. Have the NPC say how much he enjoys your company. Don't just give me a rating.

The counter argument I hear sometimes is "how do you communicate to the player how much damage he/she can deal? If you communicate that the sword is on fire, how much damage does that fire deal?" and, to me, that's the wrong way of seeing it. In fact, saying stuff like that just means you don’t get it. You have to think outside the box; especially in RPGs. I mean, we expect the players to think outside the box to solve challenges so why are the developers taking the easy way out?

The fantasy is feeling like a hero, not a manager. "Visual presentation" is the answer. It's not so much telling the player how much he/she can deal, but showing the player the damage he/she IS dealing. The early first-person shooters did this rather well, actually. Grab a shotgun and you can kill enemies in one glorious shot! There were no tooltips and it was done with very few graphical sprites. How much damage the shotgun shells actually did is pretty irrelevant, at least to the player. It was GORY!

It's so strange that, for a genre that's so number-crunchingly intensive, combat is getting faster and faster as the years go by. Like both of these things are supposed to work harmoniously somehow. Are we playing a strategy game or an action game? There's an issue with pacing, here, but RPGs circumvent the issue by pausing the game either by accessing your inventory (Bethesda) or by pressing a pause button that allows you to activate spells and abilities (Bioware). JRPGs are traditionally turn-based but even some of them tread in real-time waters (FFIV ?, FFX?). They do this because they want to deliver an exciting cinematic experience… yet they still want you to be able to figure out what you have in your inventory and spell books.

While there's nothing wrong with wanting to deliver a cinematic experience (I mean, those ARE cool, right?), as a game designer, you're stuck in this proverbial ditch; it requires you to craft your story which makes it linear and basically pigeonhole-ing the player into doing exactly what you've planned them to be doing. Traditionally speaking, you can't have "cinematic experiences" and "player-driven" in the same sentence...because one requires you to take control from the player. Unless you're just talking about the presentation (like a massive epic combat scene in the background, or just being inside a majestic ancient ruin). A player might end up doing something that is epic, or found himself (by his actions) in a situation that is so out of control that it becomes "cinematic"... but you can't plan that. If you can't plan it, it's not something game designers can consistently offer. However, it's part of the organic nature of what RPGs should be… or, at least, what they should strive to be.

Think about Minecraft for a second. Ok, it's barely what I'd call a game, but it's 100% player-driven. That's the kind of stuff our favourite media can do and it ignites the imagination.

The issue with player-driven gameplay is that it's hard for developers to make characters or events that the player will be invested in. Lets face it, most NPCs are still acting like robots. More often than not, because of this higher-paced combat, the AI seems inept. An encounter is challenging not because the AI is clever, but because the enemy hits harder or has more health points... or has spot-on accuracy. But even outside of combat, characters act like robots. Those that move have a routine. Aside from their short-term reactions to what you do around them, the player's actions hardly (if at all) influence that NPC's routine... with the exception of you murdering them. I think the closest we've seen in that regard is in The Elder Scrolls IV: Oblivion. You steal all the gold and food from an NPC and they'll eventually turn to crime... and then die from the brutally unsympathetic guards.

That's great! We need more of that! The entire game should revolve around stuff like that.

So, with the linearity of the story design with little to no player-driven content and "spreadsheets mechanics", I believe that RPGs are a shallow representation of what they truly stand for. They're still incredibly fun (for the most part) but with the Xbox One and Playstation 4 settling in more and more houses and this wave of new "next gen" games, all of it has me rolling my eyes. It's just a new paint job.

I have plenty more to talk about on the subject, but I'll leave it at that for now.